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 ////  RenderDeferredTask.cpp//  render-utils/src/////  Created by Sam Gateau on 5/29/15.//  Copyright 2016 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include "RenderDeferredTask.h" #include <QtCore/qglobal.h> #include <DependencyManager.h> #include <PerfStat.h>#include <PathUtils.h>#include <ViewFrustum.h>#include <gpu/Context.h>#include <graphics/ShaderConstants.h> #include <render/CullTask.h>#include <render/FilterTask.h>#include <render/SortTask.h>#include <render/DrawTask.h>#include <render/DrawStatus.h>#include <render/DrawSceneOctree.h>#include <render/BlurTask.h>#include <render/ResampleTask.h> #include "RenderHifi.h"#include "render-utils/ShaderConstants.h"#include "RenderCommonTask.h"#include "LightingModel.h"#include "StencilMaskPass.h"#include "DebugDeferredBuffer.h"#include "DeferredFramebuffer.h"#include "DeferredLightingEffect.h"#include "SurfaceGeometryPass.h"#include "VelocityBufferPass.h"#include "FramebufferCache.h"#include "TextureCache.h"#include "ZoneRenderer.h"#include "FadeEffect.h"#include "BloomStage.h"#include "RenderUtilsLogging.h" #include "AmbientOcclusionEffect.h"#include "AntialiasingEffect.h"#include "ToneMappingEffect.h"#include "SubsurfaceScattering.h"#include "DrawHaze.h"#include "BloomEffect.h"#include "HighlightEffect.h" #include <sstream> using namespace render;extern void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter); namespace ru {    using render_utils::slot::texture::Texture;    using render_utils::slot::buffer::Buffer;} namespace gr {    using graphics::slot::texture::Texture;    using graphics::slot::buffer::Buffer;}  RenderDeferredTask::RenderDeferredTask(){} void RenderDeferredTask::configure(const Config& config) {    // Propagate resolution scale to sub jobs who need it    auto preparePrimaryBufferConfig = config.getConfig<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");    auto upsamplePrimaryBufferConfig = config.getConfig<Upsample>("PrimaryBufferUpscale");    assert(preparePrimaryBufferConfig);    assert(upsamplePrimaryBufferConfig);    preparePrimaryBufferConfig->setProperty("resolutionScale", config.resolutionScale);    upsamplePrimaryBufferConfig->setProperty("factor", 1.0f / config.resolutionScale);} const render::Varying RenderDeferredTask::addSelectItemJobs(JobModel& task, const char* selectionName,                                                            const render::Varying& metas,                                                            const render::Varying& opaques,                                                            const render::Varying& transparents) {    const auto selectMetaInput = SelectItems::Inputs(metas, Varying(), std::string()).asVarying();    const auto selectedMetas = task.addJob<SelectItems>("MetaSelection", selectMetaInput, selectionName);    const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas, std::string()).asVarying();    const auto selectedMetasAndOpaques = task.addJob<SelectItems>("OpaqueSelection", selectMetaAndOpaqueInput, selectionName);    const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques, std::string()).asVarying();    return task.addJob<SelectItems>("TransparentSelection", selectItemInput, selectionName);} void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output, bool renderShadows) {    const auto& inputs = input.get<Input>();    const auto& items = inputs.get0();     auto fadeEffect = DependencyManager::get<FadeEffect>();     // Prepare the ShapePipelines    ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();    initDeferredPipelines(*shapePlumber, fadeEffect->getBatchSetter(), fadeEffect->getItemUniformSetter());     // Extract opaques / transparents / lights / metas / overlays / background    const auto& opaques = items.get0()[RenderFetchCullSortTask::OPAQUE_SHAPE];    const auto& transparents = items.get0()[RenderFetchCullSortTask::TRANSPARENT_SHAPE];    const auto& lights = items.get0()[RenderFetchCullSortTask::LIGHT];    const auto& metas = items.get0()[RenderFetchCullSortTask::META];    const auto& overlayOpaques = items.get0()[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];    const auto& overlayTransparents = items.get0()[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];    //const auto& background = items.get0()[RenderFetchCullSortTask::BACKGROUND];    const auto& spatialSelection = items[1];     fadeEffect->build(task, opaques);     const auto jitter = task.addJob<JitterSample>("JitterCam");     // GPU jobs: Start preparing the primary, deferred and lighting buffer    const auto scaledPrimaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");     // Prepare deferred, generate the shared Deferred Frame Transform. Only valid with the scaled frame buffer    const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform", jitter);    const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel");     const auto opaqueRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques");     const auto prepareDeferredInputs = PrepareDeferred::Inputs(scaledPrimaryFramebuffer, lightingModel).asVarying();    const auto prepareDeferredOutputs = task.addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs);    const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0);    const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1);     // draw a stencil mask in hidden regions of the framebuffer.    task.addJob<PrepareStencil>("PrepareStencil", scaledPrimaryFramebuffer);     // Render opaque objects in DeferredBuffer    const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel, jitter).asVarying();    task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber);     task.addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer);     // Opaque all rendered     // Linear Depth Pass    const auto linearDepthPassInputs = LinearDepthPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying();    const auto linearDepthPassOutputs = task.addJob<LinearDepthPass>("LinearDepth", linearDepthPassInputs);    const auto linearDepthTarget = linearDepthPassOutputs.getN<LinearDepthPass::Outputs>(0);        // Curvature pass    const auto surfaceGeometryPassInputs = SurfaceGeometryPass::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying();    const auto surfaceGeometryPassOutputs = task.addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs);    const auto surfaceGeometryFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(0);    const auto curvatureFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(1);    const auto midCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(2);    const auto lowCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(3);     // Simply update the scattering resource    const auto scatteringResource = task.addJob<SubsurfaceScattering>("Scattering");     // AO job    const auto ambientOcclusionInputs = AmbientOcclusionEffect::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying();    const auto ambientOcclusionOutputs = task.addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs);    const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0);    const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1);     // Velocity    const auto velocityBufferInputs = VelocityBufferPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying();    const auto velocityBufferOutputs = task.addJob<VelocityBufferPass>("VelocityBuffer", velocityBufferInputs);    const auto velocityBuffer = velocityBufferOutputs.getN<VelocityBufferPass::Outputs>(0);     // Clear Light, Haze, Bloom, and Skybox Stages and render zones from the general metas bucket    const auto zones = task.addJob<ZoneRendererTask>("ZoneRenderer", metas);     // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.    task.addJob<DrawLight>("DrawLight", lights);     // Light Clustering    // Create the cluster grid of lights, cpu job for now    const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget).asVarying();    const auto lightClusters = task.addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs);     // Add haze model    const auto hazeModel = task.addJob<FetchHazeStage>("HazeModel");     // DeferredBuffer is complete, now let's shade it into the LightingBuffer    const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,        surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource, lightClusters, hazeModel).asVarying();        task.addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs, renderShadows);      // Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job    task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", lightingModel);     const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeModel, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingModel));    task.addJob<DrawHaze>("DrawHazeDeferred", drawHazeInputs);     // Render transparent objects forward in LightingBuffer    const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel, lightClusters, jitter).asVarying();    task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);     // Light Cluster Grid Debuging job    {        const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, linearDepthTarget, lightClusters).asVarying();        task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);    }     const auto outlineRangeTimer = task.addJob<BeginGPURangeTimer>("BeginHighlightRangeTimer", "Highlight");    // Select items that need to be outlined    const auto selectionBaseName = "contextOverlayHighlightList";    const auto selectedItems = addSelectItemJobs(task, selectionBaseName, metas, opaques, transparents);     const auto outlineInputs = DrawHighlightTask::Inputs(items.get0(), deferredFramebuffer, lightingFramebuffer, deferredFrameTransform, jitter).asVarying();    task.addJob<DrawHighlightTask>("DrawHighlight", outlineInputs);     task.addJob<EndGPURangeTimer>("HighlightRangeTimer", outlineRangeTimer);     const auto overlaysInFrontRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOverlaysInFrontRangeTimer", "BeginOverlaysInFrontRangeTimer");     // Layered Overlays    const auto filteredOverlaysOpaque = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredOpaque", overlayOpaques, render::hifi::LAYER_3D_FRONT);    const auto filteredOverlaysTransparent = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredTransparent", overlayTransparents, render::hifi::LAYER_3D_FRONT);    const auto overlaysInFrontOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(0);    const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(0);     // We don't want the overlay to clear the deferred frame buffer depth because we would like to keep it for debugging visualisation   // task.addJob<SetSeparateDeferredDepthBuffer>("SeparateDepthForOverlay", deferredFramebuffer);     const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel, jitter).asVarying();    const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel, jitter).asVarying();    task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true);    task.addJob<DrawOverlay3D>("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false);     task.addJob<EndGPURangeTimer>("OverlaysInFrontRangeTimer", overlaysInFrontRangeTimer);     const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");     // AA job before bloom to limit flickering    const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, lightingFramebuffer, linearDepthTarget, velocityBuffer).asVarying();    task.addJob<Antialiasing>("Antialiasing", antialiasingInputs);     // Add bloom    const auto bloomModel = task.addJob<FetchBloomStage>("BloomModel");    const auto bloomInputs = BloomEffect::Inputs(deferredFrameTransform, lightingFramebuffer, bloomModel).asVarying();    task.addJob<BloomEffect>("Bloom", bloomInputs);     // Lighting Buffer ready for tone mapping    const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, scaledPrimaryFramebuffer).asVarying();    task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);     { // Debug the bounds of the rendered items, still look at the zbuffer        task.addJob<DrawBounds>("DrawMetaBounds", metas);        task.addJob<DrawBounds>("DrawOpaqueBounds", opaques);        task.addJob<DrawBounds>("DrawTransparentBounds", transparents);            task.addJob<DrawBounds>("DrawLightBounds", lights);        task.addJob<DrawBounds>("DrawZones", zones);        const auto frustums = task.addJob<ExtractFrustums>("ExtractFrustums");        const auto viewFrustum = frustums.getN<ExtractFrustums::Output>(ExtractFrustums::VIEW_FRUSTUM);        task.addJob<DrawFrustum>("DrawViewFrustum", viewFrustum, glm::vec3(0.0f, 1.0f, 0.0f));        for (auto i = 0; i < ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT; i++) {            const auto shadowFrustum = frustums.getN<ExtractFrustums::Output>(ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i);            float tint = 1.0f - i / float(ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT - 1);            char jobName[64];            sprintf(jobName, "DrawShadowFrustum%d", i);            task.addJob<DrawFrustum>(jobName, shadowFrustum, glm::vec3(0.0f, tint, 1.0f));            if (!inputs[1].isNull()) {                const auto& shadowCascadeSceneBBoxes = inputs.get1();                const auto shadowBBox = shadowCascadeSceneBBoxes[ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i];                sprintf(jobName, "DrawShadowBBox%d", i);                task.addJob<DrawAABox>(jobName, shadowBBox, glm::vec3(1.0f, tint, 0.0f));            }        }         // Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true        task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems);    }     { // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer        task.addJob<DrawBounds>("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque);        task.addJob<DrawBounds>("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent);    }     // Debugging stages    {        // Debugging Deferred buffer job        const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer, deferredFrameTransform));        task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);         const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,            surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying();        task.addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs);         const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).asVarying();        task.addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);         // Scene Octree Debugging job        {            task.addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);            task.addJob<DrawItemSelection>("DrawItemSelection", spatialSelection);        }         // Status icon rendering job        {            // Grab a texture map representing the different status icons and assign that to the drawStatsuJob            auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg";            auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath, image::TextureUsage::STRICT_TEXTURE);            const auto drawStatusInputs = DrawStatus::Input(opaques, jitter).asVarying();            task.addJob<DrawStatus>("DrawStatus", drawStatusInputs, DrawStatus(statusIconMap));        }         task.addJob<DebugZoneLighting>("DrawZoneStack", deferredFrameTransform);    }     // Upscale to finale resolution    const auto primaryFramebuffer = task.addJob<render::Upsample>("PrimaryBufferUpscale", scaledPrimaryFramebuffer);     // Composite the HUD and HUD overlays    task.addJob<CompositeHUD>("HUD");     const auto overlaysHUDOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(1);    const auto overlaysHUDTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(1);    const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f));     const auto overlayHUDOpaquesInputs = DrawOverlay3D::Inputs(overlaysHUDOpaque, lightingModel, nullJitter).asVarying();    const auto overlayHUDTransparentsInputs = DrawOverlay3D::Inputs(overlaysHUDTransparent, lightingModel, nullJitter).asVarying();    task.addJob<DrawOverlay3D>("DrawOverlayHUDOpaque", overlayHUDOpaquesInputs, true);    task.addJob<DrawOverlay3D>("DrawOverlayHUDTransparent", overlayHUDTransparentsInputs, false);     { // Debug the bounds of the rendered Overlay items that are marked drawHUDLayer, still look at the zbuffer        task.addJob<DrawBounds>("DrawOverlayHUDOpaqueBounds", overlaysHUDOpaque);        task.addJob<DrawBounds>("DrawOverlayHUDTransparentBounds", overlaysHUDTransparent);    }     task.addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer);     // Blit!    task.addJob<Blit>("Blit", primaryFramebuffer);} void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) {    assert(renderContext->args);    assert(renderContext->args->hasViewFrustum());     auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);     const auto& inItems = inputs.get0();    const auto& lightingModel = inputs.get1();    const auto& lightClusters = inputs.get2();    const auto jitter = inputs.get3();    auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();     RenderArgs* args = renderContext->args;     gpu::doInBatch("DrawDeferred::run", args->_context, [&](gpu::Batch& batch) {        args->_batch = &batch;                // Setup camera, projection and viewport for all items        batch.setViewportTransform(args->_viewport);        batch.setStateScissorRect(args->_viewport);         glm::mat4 projMat;        Transform viewMat;        args->getViewFrustum().evalProjectionMatrix(projMat);        args->getViewFrustum().evalViewTransform(viewMat);         batch.setProjectionTransform(projMat);        batch.setProjectionJitter(jitter.x, jitter.y);        batch.setViewTransform(viewMat);         // Setup lighting model for all items;        batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());         // Set the light        deferredLightingEffect->setupKeyLightBatch(args, batch);        deferredLightingEffect->setupLocalLightsBatch(batch, lightClusters);         // Setup haze if current zone has haze        auto hazeStage = args->_scene->getStage<HazeStage>();        if (hazeStage && hazeStage->_currentFrame._hazes.size() > 0) {            graphics::HazePointer hazePointer = hazeStage->getHaze(hazeStage->_currentFrame._hazes.front());            if (hazePointer) {                batch.setUniformBuffer(ru::Buffer::HazeParams, hazePointer->getHazeParametersBuffer());            }        }         // From the lighting model define a global shapKey ORED with individiual keys        ShapeKey::Builder keyBuilder;        if (lightingModel->isWireframeEnabled()) {            keyBuilder.withWireframe();        }         ShapeKey globalKey = keyBuilder.build();        args->_globalShapeKey = globalKey._flags.to_ulong();         renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);         args->_batch = nullptr;        args->_globalShapeKey = 0;         deferredLightingEffect->unsetLocalLightsBatch(batch);        deferredLightingEffect->unsetKeyLightBatch(batch);    });     config->setNumDrawn((int)inItems.size());} void DrawStateSortDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) {    assert(renderContext->args);    assert(renderContext->args->hasViewFrustum());     auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);     const auto& inItems = inputs.get0();    const auto& lightingModel = inputs.get1();    const auto jitter = inputs.get2();     RenderArgs* args = renderContext->args;     gpu::doInBatch("DrawStateSortDeferred::run", args->_context, [&](gpu::Batch& batch) {        args->_batch = &batch;         // Setup camera, projection and viewport for all items        batch.setViewportTransform(args->_viewport);        batch.setStateScissorRect(args->_viewport);         glm::mat4 projMat;        Transform viewMat;        args->getViewFrustum().evalProjectionMatrix(projMat);        args->getViewFrustum().evalViewTransform(viewMat);         batch.setProjectionTransform(projMat);        batch.setProjectionJitter(jitter.x, jitter.y);        batch.setViewTransform(viewMat);         // Setup lighting model for all items;        batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());         // From the lighting model define a global shapeKey ORED with individiual keys        ShapeKey::Builder keyBuilder;        if (lightingModel->isWireframeEnabled()) {            keyBuilder.withWireframe();        }         ShapeKey globalKey = keyBuilder.build();        args->_globalShapeKey = globalKey._flags.to_ulong();         if (_stateSort) {            renderStateSortShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);        } else {            renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);        }        args->_batch = nullptr;        args->_globalShapeKey = 0;    });     config->setNumDrawn((int)inItems.size());} void SetSeparateDeferredDepthBuffer::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {    assert(renderContext->args);     const auto deferredFramebuffer = inputs->getDeferredFramebuffer();    const auto frameSize = deferredFramebuffer->getSize();    const auto renderbufferCount = deferredFramebuffer->getNumRenderBuffers();     if (!_framebuffer || _framebuffer->getSize() != frameSize || _framebuffer->getNumRenderBuffers() != renderbufferCount) {        auto depthFormat = deferredFramebuffer->getDepthStencilBufferFormat();        auto depthStencilTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(depthFormat, frameSize.x, frameSize.y));        _framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("deferredFramebufferSeparateDepth"));        _framebuffer->setDepthStencilBuffer(depthStencilTexture, depthFormat);        for (decltype(deferredFramebuffer->getNumRenderBuffers()) i = 0; i < renderbufferCount; i++) {            _framebuffer->setRenderBuffer(i, deferredFramebuffer->getRenderBuffer(i));        }    }     RenderArgs* args = renderContext->args;    gpu::doInBatch("SetSeparateDeferredDepthBuffer::run", args->_context, [this](gpu::Batch& batch) {        batch.setFramebuffer(_framebuffer);    });}